I took Germans from 2nd Panzer Division comprising a Panther Bttn, a PzGr Regt (2 Bttns) and a Pz Jager Bttn (which could be parceled out or used as complete Bttn) and Stephen fielded his (seldom seen) US forces with 3 Armd Inf Bttns and 2 Tank Bttns.
Another excellent game with SH and one in which we saw the power and flexibility of inherent US indirect fire support platoons (neither side had an off-board artillery or air support) as his Bttns had several such stands and almost double the Germans.
As indirect fire comes first in SH this allowed Yanks to pour on some hurt causing suppression (Stephen had some really good rolls with his support stuff even if needing 11-12 on 2d6) on targets meaning they do not get to fire in later phases (the sequence of play along with shooting at like targets and target proximity rules work really well).
I keep my PzJgr as a complete Bttn as I wanted the extra manouvre element but in hindsight I may have been better attaching the Stugs and Pak40s as supports to other Bttns although this would have meant having only 3 Bttns vs 5. The scenario rule that forces German Bttns to test for running out of fuel (no further vehicular movement only pivoting) from turn 4 meant that depending on the Panther or Stugs to advance off enemy table edge was unlikely so really down to the PzGr on foot or defending the US hill objectives in a defensive posture.
We only completed 6 of scheduled 12 turns (too much waffling as usual) and things still in balance but one of PzGr Bttns was coming very close to a Morale test and Panthers stuck out of fuel so advantage with Yanks.
Great to get the venerable 6mm stuff out of boxes again with a very playable rules set.
The battlefield from German edge prior to deployments